#include "object/gameobjs.h"
#include "object/camera.h"
#include "object/tilemap.h"
+#include "object/coin.h"
using namespace std;
}
void
-Level::do_vertical_flip()
-{
-#if 0
- for(Sectors::iterator i = sectors.begin(); i != sectors.end(); ++i)
- i->second->do_vertical_flip();
-#endif
-}
-
-void
Level::add_sector(Sector* sector)
{
sectors.insert(std::make_pair(sector->get_name(), sector));
{
int total_coins = 0;
for(Sectors::iterator i = sectors.begin(); i != sectors.end(); ++i) {
- TileMap* solids = i->second->solids;
- assert(solids != 0);
- for(size_t x = 0; x < solids->get_width(); ++x)
- for(size_t y = 0; y < solids->get_height(); ++y) {
- const Tile* tile = solids->get_tile(x, y);
- if(tile == 0) {
- std::cerr << "Invalid tile in sector '" << i->first << "'.\n";
- continue;
- }
- if(tile->attributes & Tile::COIN)
- total_coins++;
- }
+ Sector* sector = i->second;
+ for(Sector::GameObjects::iterator o = sector->gameobjects.begin();
+ o != sector->gameobjects.end(); ++o) {
+ Coin* coin = dynamic_cast<Coin*> (*o);
+ if(coin)
+ total_coins++;
+ }
}
return total_coins;
}